Deadly Leap. If the bulette jumps at least 15 ft. as part of its movement)

Hit points
it can then use this action to land on its ft. in a space that contains one or more other creatures. Each of those creatures must succeed on a DC 16 Strength or Dexterity saving throw (target’s choice) or be knocked prone and take 14 (3d6 + 4) bludgeoning damage plus 14 (3d6 + 4) slashing damage. On a successful save (the creature takes only half the damage)

Speed
isn’t knocked prone

STR and is pushed 5 ft. out of the bulette’s space into an unoccupied space of the creature’s choice. If no unoccupied space is within range (-5)

DEX the creature instead falls prone in the bulette’s space.; ; Standing Leap. The bulette’s long jump is up to 30 ft. and its high jump is up to 15 ft. (-5)

Challenge: (0 xp)

Actions

Armor class
piercing (and slashing damage from nonmagical weapons that aren’t silvered; ; ; Common (can’t speak in boar form); 4; 1100; ; Relentless (Recharges after a Short or Long Rest). If the wereboar takes 14 damage or less that would reduce it to 0 hit points)

Hit points
it is reduced to 1 hit point instead.

Multiattack (Humanoid or Hybrid Form Only). The wereboar makes two attacks (only one of which can be with its tusks.

INT it must succeed on a DC 12 Constitution saving throw or be cursed with wereboar lycanthropy.; ; Shapechanger. The wereboar can use its action to polymorph into a boar-humanoid hybrid or into a boar (-5)

WIS or back into its true form (-5)

CHA which is humanoid. Its statistics (-5)

Save Throws: other than its AC

Skills: are the same in each form. Any equipment it is wearing or carrying isn’t transformed. It reverts to its true form if it dies.

Charge (Boar or Hybrid Form Only). If the wereboar moves at least 15 feet straight toward a target and then hits it with its tusks on the same turn

Damage Resistances: the target takes an extra 7 (2d6) slashing damage. If the target is a creature

Damage Immunities: it must succeed on a DC 13 Strength saving throw or be knocked prone.

Hit points
or 6 (1d8 + 2) bludgeoning damage with shillelagh or if wielded with two hands.; ; Spellcasting. The druid is a 4th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12 (+4 to hit with spell attacks). It has the following druid spells prepared:

Bite. Melee Weapon Attack: +3 to hit 0 xp

Hit points
and the target must succeed on a DC 11 Constitution saving throw or be poisoned for 1 minute. If the saving throw fails by 5 or more (the target is also paralyzed while poisoned in this way. The poisoned target can repeat the saving throw on each of its turns)

Speed
ending the effect on itself on a success.

Claws. Melee Weapon Attack: +3 to hit

STR reach 5 ft. (-5)

DEX one target. Hit: 6 (2d4 + 1) slashing damage.

Variant: Weapons Multiattack. The thri-kreen makes two gythka attacks or two chatkcha attacks.

Variant: Gythka. Melee Weapon Attack: +3 to hit (-5)

CON reach 5 ft. (-5)

INT one target. Hit: 5 (1d8 + 1) slashing damage.

Variant: Chatkcha. Ranged Weapon Attack: +4 to hit (-5)

WIS range 30/120 ft. (-5)

CHA one target. Hit: 5 (1d6 + 2) slashing damage.; ; Chameleon Carapace. The thri-kreen can change the color of its carapace to match the color and texture of its surroundings. As a result (-5)

Save Throws: it has advantage on Dexterity (Stealth) checks made to hide.

Standing Leap. The thri-kreen’s long jump is up to 30 feet and its high jump is up to 15 feet

Speed
one target. Hit: 9 (2d6 + 2) piercing damage in melee or 5 (1d6 + 2) piercing damage at range.; ; Brute. A melee weapon deals one extra die of its damage when the bugbear hits with it (included in the attack).

Surprise Attack. If the bugbear surprises a creature and hits it with an attack during the first round of combat

Armor class
one target. Hit: 10 (2d6 + 3) piercing damage. If the target is a creature (it must succeed on a DC 13 Strength saving throw or be knocked prone.; ; Keen Hearing and Smell. The worg has advantage on Wisdom (Perception) checks that rely on hearing or smell.)